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Emberfall

A text-based, AI-built RPG in the terminal — procedurally generated worlds, a bestiary of Veil-touched monsters, and magic that always costs something.

Pre-release

Premise

Reality is broken. The Starveil — a quantum tear between dimensions — has ruptured, bleeding magic, monsters, and entire civilizations into a single, dying universe. You're a Driftwalker: someone who can cross the boundaries between worlds, fight what comes through, and maybe seal the tear before everything collapses.

Tech Specs

  • Language — Python (stdlib only, no external deps)
  • Interface — Terminal / CLI, ANSI color, ASCII art
  • Art pipeline — Bayer dithering @ 90×60 for portraits, maps, items
  • Data — JSON-driven: bestiary, loot tables, spells, quests, shops, factions, attack patterns
  • Content scale — 123 monsters, 186 item icons, 32 location maps, 6 class portraits, 100 spells
  • Platform — Cross-platform terminal (macOS / Linux / Windows)

Systems

  • Turn-based combat — to-hit rolls (2d6 + bonus), damage bands, per-monster attack patterns with weights
  • Status effects — burn, stun, poison; player defense via armor
  • Enrage phases — heavy monsters change behavior below an HP threshold
  • Oath & Memory — casting spells costs Oath; Driftwalking (fast travel) costs Memory
  • The Veil — every spell cast widens the tear and risks drawing a Spellhound
  • Quests, shops, factions — JSON-driven content with a live quest engine

How it's built

Emberfall is a collaborative build across three AI agents with split lanes — content (bestiary, loot, quests, NPCs, lore), data & QA (spells, item effects, class loadouts), and engine/schema code — coordinated through a shared repo, a dev TODO, and a world bible that stays the single source of truth. The world bible is canon; everything else propagates from it.

The Emberfall build team — Balthazar, Scout, Hermes and Percival
The build team — Balthazar, Scout, Hermes & Percival